Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed. Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary when there's no tick. Might be some room to tweak, like doing these updates only when preserves change. Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms). When the map is filled up with preserve, about 35ms and 9ms. With a handful of cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/src/Graphics/States/CullMode.cs
30 lines | 655 B | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines a culling mode for faces in rasterization process.
/// </summary>
public enum CullMode
{
/// <summary>
/// Do not cull faces.
/// </summary>
None,
/// <summary>
/// Cull faces with clockwise order.
/// </summary>
CullClockwiseFace,
/// <summary>
/// Cull faces with counter clockwise order.
/// </summary>
CullCounterClockwiseFace
}
}